Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks最新文献

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Fibre – Scaling Groom Dynamics at Framestore 光纤缩放新郎动态框架商店
A. Rothwell, Manne Öhrström
{"title":"Fibre – Scaling Groom Dynamics at Framestore","authors":"A. Rothwell, Manne Öhrström","doi":"10.1145/3388767.3407344","DOIUrl":"https://doi.org/10.1145/3388767.3407344","url":null,"abstract":"Framestore has been producing award winning creature effects for over 20 years, with hair, fur and feathers being crucial elements of these creatures’ visual fidelity. Simulating how these elements interact with other geometry, wind, cloth and media of varying viscosity across many hundreds of shots in a film is a time consuming and laborious process, typically requiring many refinement iterations to achieve the desired result. In this talk, we present Fibre, a stable, robust and highly parallel dynamics solver designed to help maximize production efficiency. With Fibre integrated into its proprietary fur pipeline, Framestore has been able to reduce manual post-simulation fixing by 80% and reduced the simulation time for fur and feathers by up to 50% and 80%, respectively.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127814952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Rasterizing Volumes and Surfaces for Crowds on Soul 栅格化的体积和表面上的人群在灵魂
Sasha Ouellet, D. Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert
{"title":"Rasterizing Volumes and Surfaces for Crowds on Soul","authors":"Sasha Ouellet, D. Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert","doi":"10.1145/3388767.3407374","DOIUrl":"https://doi.org/10.1145/3388767.3407374","url":null,"abstract":"In order to produce shots with hundreds of multi-volume crowd characters for Soul, we could not rely on the same I/O heavy pose-cache pipeline used for the hero characters [Coleman et al. 2020]. Our rendering and systems teams rated the total necessary storage for the ”soul world” at over 100 TBs for an average of two hero characters per shot.1 For expansive crowds of these characters to hit the same volumetric look while avoiding this I/O limitation, two new render-time technologies were developed. The first leveraged an existing volume rasterizer to pose volumes at render-time, informed by a lattice deformation. The second allowed for rasterization of surface primvars to be delivered to the volume shaders.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"222 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131851112","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
“Myth: A Frozen Tale” - Stylized Effects for Real-Time VR “神话:一个冻结的故事”-实时VR的程式化效果
Ian J. Coony, Dan Lund, Michael Anderson
{"title":"“Myth: A Frozen Tale” - Stylized Effects for Real-Time VR","authors":"Ian J. Coony, Dan Lund, Michael Anderson","doi":"10.1145/3388767.3407363","DOIUrl":"https://doi.org/10.1145/3388767.3407363","url":null,"abstract":"With “Frozen 2” wrapped in late summer 2019, a small team of effects artists set out to learn an entirely new element creation pipeline, utilizing real-time technology at its core. These artists were able to build upon experience gained from previous VR efforts at the studio including “Cycles” [Gipson et al. 2018] and “a kite’s tale” [Wright et al. 2019]. With an aggressively short schedule and the unflagging support of their Myth peers, the team created uniquely stylized artwork using a new palette of tools to help translate these designs into real-time effects.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132064062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Hypertextural Garments on Pixar’s Soul 《皮克斯之魂》上的超质感服装
Jonathan Hoffman, Matt Kuruc, Junyi Ling, Alex Marino, George Nguyen, Sasha Ouellet
{"title":"Hypertextural Garments on Pixar’s Soul","authors":"Jonathan Hoffman, Matt Kuruc, Junyi Ling, Alex Marino, George Nguyen, Sasha Ouellet","doi":"10.1145/3388767.3407352","DOIUrl":"https://doi.org/10.1145/3388767.3407352","url":null,"abstract":"The art direction of Soul’s version of New York City sought a highly detailed ”hypertextural” style to contrast the ethereal volumetric world our characters visit later in the film. Many New York City shots were extreme closeups of main characters playing various instruments. This meant extreme closeups of our main characters’ various garments. The Soul characters team identified that increasing the detail of our garment assets heightened the separation between the two worlds. To help establish this highly detailed look, the team developed a render-time deformation pipeline for geometric thread detail.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128581905","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Confidence-aware Practical Anime-style Colorization 自信意识实用的动画风格着色
Daichi Ishii, Hiroyuki Kubo, Seitaro Shinagawa, Akinobu Maejima, Takuya Funatomi, Satoshi Nakamura, Y. Mukaigawa
{"title":"Confidence-aware Practical Anime-style Colorization","authors":"Daichi Ishii, Hiroyuki Kubo, Seitaro Shinagawa, Akinobu Maejima, Takuya Funatomi, Satoshi Nakamura, Y. Mukaigawa","doi":"10.1145/3388767.3407331","DOIUrl":"https://doi.org/10.1145/3388767.3407331","url":null,"abstract":"We propose practical anime-style colorization of an input line-drawing. The key idea is the strategic withdrawal which reflects the prediction confidence that indicates the expected accuracy of the predicted color labels. Furthermore, we investigate the relation between the proposed confidence, prediction accuracy, and number of automatically colorized regions to maximize the efficiency of the colorization process including both automatic prediction and manual correction for practical use in production.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116735455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Making Beautiful Embroidery for “Frozen 2” 为《冰雪奇缘2》制作精美刺绣
Y. Liu, J. Wright, Alexander Alvarado
{"title":"Making Beautiful Embroidery for “Frozen 2”","authors":"Y. Liu, J. Wright, Alexander Alvarado","doi":"10.1145/3388767.3407360","DOIUrl":"https://doi.org/10.1145/3388767.3407360","url":null,"abstract":"In Walt Disney Animation Studios’ “Frozen 2”, costumes play an important part in the character design and story. Intricate embroidery on the costumes captures integral components of the characters’ personalities, symbolized by the different shapes and patterns. One of the challenges for the character team was the realization of the intricate embroidery work that is essential to the character design. We present a new curve-based approach to procedurally generate complex embroidery that can take 2D visual designs represented by line strokes and produce renderable curves. The curves deform along with the costumes while staying flattened on their surfaces. The method is straightforward and intuitive. Authoring and visualization are fast and easy, allowing quick iterations without a large amount of manual work from artists when a design changes. The method supports free-form stitches with threads of various widths, colors and opacities, enabling a wide range of embroidery styles.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128131734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
GPU Driven Effects of The Last of Us: Part Two 《最后生还者》的GPU驱动效果:第二部分
Artem Kovalovs
{"title":"GPU Driven Effects of The Last of Us: Part Two","authors":"Artem Kovalovs","doi":"10.1145/3388767.3407349","DOIUrl":"https://doi.org/10.1145/3388767.3407349","url":null,"abstract":"Previous Naughty Dog titles have used standard effect authoring, where particle emitters were manually placed on the environment or attached to character joints. In addition to this there were render targets assigned to characters for the ability to apply blood, wetness, and other effects as part of the character rendering, but any particle rendering within them would be predetermined. The Last of Us: Part Two introduced more detailed interactions between effects and the rest of the world. In addition, the effects were GPU driven, making them more efficient and allowing for bigger particle numbers. The effects required much less manual placement from the artists and utilized world information for spawning, and could attach to and simulate on geometry efficiently, following gravity and surface properties on animating geometry.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131619901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Building A Dynamic Dad 塑造一个有活力的爸爸
Kristopher Campbell, Jonas Jarvers
{"title":"Building A Dynamic Dad","authors":"Kristopher Campbell, Jonas Jarvers","doi":"10.1145/3388767.3407326","DOIUrl":"https://doi.org/10.1145/3388767.3407326","url":null,"abstract":"In Pixar’s Onward, the character Dad had an upper half which consisted of a stuffed hoodie, puffy vest, and garden gloves. The arms were floppy, stuffed sleeves able to swing freely while the head was a cinched, stuffed hood topped with a cap and wearing sunglasses. His lower body was rigged and simulated like a typical character. Knowing it was unrealistic to hand-animate the loose swinging arms and squishy upper body for a feature-length project, we developed a hybrid simulation/animation rig using tetrahedral volumes with complex rest state deformation and animatable targeting. This resulted in a robust, iterative workflow where simulation and animation were used together.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133094866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
The Art and Science of Imaging Worlds: Griffith Observatory's planetarium show Signs of Life 成像世界的艺术和科学:格里菲斯天文台的天文馆显示出生命的迹象
Dawn Fidrick, Gee Yeung, Bob Niemack, Don Dixon
{"title":"The Art and Science of Imaging Worlds: Griffith Observatory's planetarium show Signs of Life","authors":"Dawn Fidrick, Gee Yeung, Bob Niemack, Don Dixon","doi":"10.1145/3388767.3411060","DOIUrl":"https://doi.org/10.1145/3388767.3411060","url":null,"abstract":"Signs of Life is Griffith Observatory's new 35-minute, 8K, 60fps planetarium show in which we discover what it took to put life in the universe in the one place where we know it exists. In this program we'll discuss how the team was guided by Griffith Observatory's legacy in science-based storytelling. The team will describe the artistic process of merging cinematic sensibilities with scientific accuracy to create worlds in the universe. We'll also explore the importance and effectiveness of presenting science information artistically.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"7 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133293458","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How The BizNest Paves the Way for Immersive Narrative BizNest如何为沉浸式叙事铺平道路
E. Weston
{"title":"How The BizNest Paves the Way for Immersive Narrative","authors":"E. Weston","doi":"10.1145/3388767.3407328","DOIUrl":"https://doi.org/10.1145/3388767.3407328","url":null,"abstract":"This case study will show how the world's first 360VR sitcom, The BizNest, paves the way not just for immersive comedy, but for immersive storytelling generally. It will provide guidance for how to think about telling stories in XR (extended reality), techniques for how to bring immersive stories to life, and new conventions that creatives working in immersive disciplines can apply to their work. Eve Weston (writer/director) will walk the audience through the various processes used and will provide illustrative examples from The BizNest, which is the subject of a devoted chapter in Handbook of Research on the Global Impacts and Roles of Immersive Media [Weston, 2020] and won the DreamlandXR Best Project for Television award at CES 2020. The BizNest, an immersive workplace comedy, has developed a new approach for telling stories in a 360-degree environment, one that is poised to have as much effect on storytelling in immersive media as the invention of multi-cam did on storytelling for TV.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133296074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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